Page 3 of 4

Re: HeroScribe source code

PostPosted: October 1st, 2018, 6:14 pm
by lestodante
No, Derfel Link is the owner, Mondor just modified part of the code.

You can also search for HeroScribe Enhanched by Jason Allen, he added some contest menu and integrated the option to write Title, notes and wandering monster.
Web Page: http://www.propvault.com/heroscribe

And here is an example of map created with the "allinone" version by Mondor (I just put casual icons and room to show how many they are):

example hsallinone.png
example 2.png

Re: HeroScribe source code

PostPosted: November 17th, 2020, 6:29 am
by Kurgan
I love this program. It was a hassle installing it for the first time but now I got the hang of it. Very useful. It would be cool to see it with the Remake icons. The ability to insert the other fields for building a quest book would be a cool thing too someday.

I did a fresh install of Ghostscript and Heroscribe on my windows 10 system and it works great. I found a problem with HeroScribe 2.0 wherein once you create an XML file (save it) you can't re-open the file and edit it again in the program.

Re: HeroScribe source code

PostPosted: April 28th, 2021, 9:53 pm
by Kurgan
Revisiting this one...

Darn, Heroscribe enhanced is gone too.. and the Archived version doesn't have the download file. Anybody have it saved to re-upload?

Re: HeroScribe source code

PostPosted: April 30th, 2021, 2:37 am
by iKarith
I have a copy of heroscribe. It's a bit of a jumble of archive of archives, but the jar is there. No build script (which is a blessing as Java build scripts always seem to be written so that only the one person who built the thing ever could…) I'll see what I can do about making sure it finds its way into a usable format later—I'm in the middle of several things just now, most of them annoying but necessary. *sigh*

Re: HeroScribe source code

PostPosted: April 30th, 2021, 6:45 am
by StratosVX
Heroscribe enhanced was a separate version that had additional features not built into the original Heroscribe. It was not made by HS's original authors.

Re: HeroScribe source code

PostPosted: April 30th, 2021, 10:19 am
by iKarith
StratosVX wrote:Heroscribe enhanced was a separate version that had additional features not built into the original Heroscribe. It was not made by HS's original authors.


What I have appears to be 1.0pre1 with all-in-one icon pack 1.0.44 from 2014.

As it's all I have, I'd definitely like something with more features, source code or not. I do want the source code if it's available, certainly.

Re: HeroScribe source code

PostPosted: April 30th, 2021, 1:40 pm
by Kurgan
One feature the program is screaming for is the ability to pick up and drag an existing icon around the map. Right now you just have to remove it, or you can rotate it, that's it once placed. The all in one icon pack is pretty extensive, but a bit disorganized... a little "preview" of each icon in the side bar would be another great feature.

And I also think one or two of the letter icons disappeared in the process (plain X might have been one of them). The original maps feature instances of two X's in the same square or an arrow pointing to a simple text label "WL" "Grak" etc, if we could do those in HeroScribe itself (instead of having to import files into your favorite paint program after) would be nice. I have difficulty placing in/out doors on the edges of the boards (as they appear in KK/ROTWL and some other quests) too for some reason.

And of course we have all talked about incorporating the "Remake" icon set as an additional library, perhaps as a mode layer (like how you can currently switch between EU and NA versions). Then there's the "purple" theme I see in some maps (Brazilian version?).

Actually if you could do the whole map page, including the parchment text and all that in one, that would be the best. Right now Heroscribe does the map and then you do the rest using templates in PSP or Paint.net or Photoshop and then combine them.

Re: HeroScribe source code

PostPosted: May 18th, 2021, 1:33 am
by iKarith
I uploaded the source code here: https://gitlab.com/iKarith/heroscribe

I don't really intend to take over the project from whomever consider it "theirs" at this point, assuming there is any such person. There's no build script or project files because my source didn't have those things. I suspect it's a single line compile anyway, but haven't tried yet. Not opposed to (and actually want to "do it right"—but I dunno what constitutes "right" in Java circles. Like a gradle script or something? I dunno.

This is JUST source code right now because, again, build scripts. Once that's sorted, I'll start thinking about the assets. If there are other versions of Heroscribe out there (propvault.com is gone) I'll be happy to try to work in those features if someone's got the source or it was included with the program or something—after it's building.

I can't promise I'm going to pick up developing new features though, though I can certainly name several it'd be nice to have added! I'd rather see development move to Python and SVG than remain Java and EPS. Ghostscript is a weird ask for Windows users, and Java's an absolute mess more or less everywhere (thanks Oracle!)

A web interface might be interesting—it'd certainly make for a much nicer UI than Java can typically offer, but I can't claim to have ever known much JavaScript, so I don't want to commit to a project of that magnitude unless others who are much better prepared to do it come along.

The nice thing about it is that because this is a git repository, anybody who downloads the repository will have a full and complete backup of whatever's in it. All the more reason to get everything into it!

Re: HeroScribe source code

PostPosted: May 18th, 2021, 4:47 pm
by Shadzar
iKarith wrote:A web interface might be interesting—it'd certainly make for a much nicer UI than Java can typically offer, but I can't claim to have ever known much JavaScript, so I don't want to commit to a project of that magnitude unless others who are much better prepared to do it come along.


Without having the ability to save EPS or PNG files, it coudl easily be done witht he old D&D tile mapper hey had when the released tiles during 3rd edition. Just add the proper icons for HQ to the HTML, and then print the thing to PDF.

these days though simple mapping like that just takes a little bit of work to learn GiMP and you can place anything on the map as you would need it. All you would need is the assets from inside the unzipped package.

would love to be able to share the versions I tweaked, but the website says not to redistribute and i will honor that.





You could get the same results using MapTool since it is also written in JAVA, and allows importing any image into it and jsut take a screenshot of your quest map. Just make sure to use the assets as tokens so you can moe them aroudn ont he board and then you can turn them any direction you need and add as many as you want.

Re: HeroScribe source code

PostPosted: May 18th, 2021, 8:28 pm
by iKarith
GIMP isn't going to be easier to use than Heroscribe is currently—and while Heroscribe kinda prefers to work in vector (didn't always maybe?), GIMP doesn't really understand vector graphics. In some ways, Kid Pix (or TuxPaint if you want to stick with Linux-originated free software) is a better HQ map editor than GIMP, because at least it has the rubber stamp tool that could be used to just drop a monster icon anywhere you wanted one.

Ideally I'd like to see an interface kind of akin to Super Mario Maker. Admittedly, I don't have a Wii U or a Switch, but I've seen enough content on YouTube using SMM's editor. SMM2's not so much, but I do understand the use of pie menus to make selecting a tool fast from a controller because that type of mechanic is used (to lesser or greater effect depending on how well you think the icons chosen work) in several games.

So far as I can tell, we also need "fractional space" support so that you can position doors between two tiles (effectively WHQ rules—if door spans two tiles, you treat it as a double-wide door) and I have no freaking idea what to do with the DragonStrike maps yet! No idea how many people actually use those for HQ, they're … not ideal.